Character communication device

ABSTRACT

A character communication device which is connected to a network and enables at least communication by using characters. The device comprises a candidate term display means (S 104 ) for displaying a group of candidate terms prepared for message communication in a candidate term display area ( 52 ) of the screen, a term selecting means ( 2   b ) for outputting a term which is selected by the operator from the group of candidate terms, and a message generating means (S 108 ) for generating a message by serially displaying a plurality of outputted terms in a message editing area ( 53 ) of the screen and sending the generated message to a transmitting/receiving means.

FIELD OF THE INVENTION

The present invention relates to an apparatus including a characterinputting device, especially to an improved technology of inputtingcharacters into an information processing device or a portablecommunication device which does not have a JIS (Japanese IndustrialStandard) keyboard or other types of keyboards for inputting characters.

BACKGROUND ART

“Chat” is a method of online communication conducted on a computernetwork, either between parties connecting to the network or between aparty connecting to the network and his host computer. “Chat” is aconversational function conducted through a network by inputtingcharacters, and its participants generally input words with the aid of aJIS or an ASC keyboard.

In order to participate in a “chat”, one must have a terminal device forconnection to a network. Various types of terminal devices may be usedfor this purpose, including a so-called “personal computer”, a portableterminal device, or a game device having a modem mounted thereon.

Furthermore, in an online “chat”, a foreigner may be included among theparticipants. In such case, a transmitter sends a message in a languagewhich is understood by the other party of the communication.

However, in the case of a portable terminal device (hand-held computer),in order to make the overall shape of the device a small size, mountinga character keyboard in a complete form is difficult. Moreover, in thecase of a household game device, due to the purpose of its use as a gamedevice or for cost reasons, a keyboard is not included in a standardgame device, or the original design specification of a game device doesnot allow the connection of a keyboard. Accordingly, input of charactersis generally not easy in these devices.

Therefore, one method used is an employment of a graphical userinterface (GUI). For example, the user displays on the screen of adevice a software keyboard for inputting characters, moves a cursor oversuch keyboard and selects a character, and makes the selected charactersrecognized by a computer built inside the device.

However, selecting each character from a software keyboard displayedaccording to the Japanese fifty-syllabary is time consuming, and is notsuitable for a real-time communication such as “chats.”

Furthermore, although “chats” are generally performed in a languagecommonly understood by the parties of communication, it is preferablethat “chats” may be easily performed between parties whose languages ofdaily use are different.

Accordingly, one purpose of this invention is to facilitate the input ofcharacters in an information processing device or a portablecommunication device which does not have a character inputting keyboard.

Moreover, another purpose of this invention is to provide a characterinputting device easy to use even for those who have not learned to typeon keyboards.

Furthermore, another purpose of this invention is to provide a characterinputting device which facilitates online conversations betweencommunicators speaking different languages.

DESCRIPTION OF THE INVENTION

In order to accomplish the purposes mentioned above, the charactercommunication device according to the present invention is acommunication device connected to a network and enabling communicationof messages at least by characters, which has a transmitting andreceiving means for implementing communication with the communicationdevice of the other party of communication via a network, acommunication content displaying means for displaying in a communicationcontent displaying area of a screen display the content of communicationwith the communication device of the other party, a candidate termdisplaying means for displaying in a candidate term displaying area ofthe screen display a group of candidate terms prepared in advance forcommunication of the messages, a term selecting means for outputting aterm selected by a transmitter out of the group of candidate terms, anda message forming means for serially displaying a plurality of outputterms in a message editing area of the screen display, and therebyforming a message and sending the formed message to the transmitting andreceiving means.

According to such structure, terms shown on a display can be selected,and a message can be formed and transmitted. Accordingly, even those whoare not able to type on keyboards can communicate by characters.

In the aforementioned invention, the communication device of the otherparty is either a host computer executing a program of acommunication-type game in accordance with accesses from a plurality ofcomputers having a character communication device, or a communicationdevice operated by participants taking part in the communication-typegame.

According to such structure, even if the game devices of theparticipants taking part in a communication-type game such as RPG doesnot have a keyboard for inputting characters, messages can betransmitted to the game devices of these participants. Furthermore,online chats can be conducted among participants taking part in acommunication-type game.

In the aforementioned invention, the Candidate term displaying meansreceives the group of candidate terms from the communication device ofthe other party.

According to such structure, terms can be easily obtained even if one'sgame device does not have a database in advance. Furthermore, in acommunication-type game such as RPG, glossaries conforming with thecontent or progress of the game can be obtained, and there is a higherpossibility that terms necessary for the current scene can be selected.Thus, forming messages is made easier. Moreover, forming messagesexpected by the other party is made easier.

Furthermore, in the invention above, the group of candidate terms isclassified at least according to the names of the participants in thegame or game-related nouns, pronouns, verbs, adjectives, inflections,symbols, or short sentences registered by the users.

According to such structure, one may quickly select terms, as soon aspossible. This is advantageous for online chats.

Furthermore, the group of candidate terms are arranged in a table in aplurality of pages, and one of such plurality of pages is displayed inthe candidate term displaying area.

According to such structure, even if the displaying area of the screenis formed as a relatively small area, a group of terms for selection canbe displayed efficiently in such area. Furthermore, by turning thepages, one may easily move to another page.

Another communication device of the present invention has a storingmeans for storing a message language conversion table including a singlemessage expressed in a plurality of languages, a menu displaying meansfor selectably displaying on a menu screen of a display a plurality ofmessages expressed in a single language, a language conversion means forreferring to the message, language conversion table and converting aselected message to a message in a language of a party with whomcommunication is held, and a transmitting means for transmitting theconverted message to the communication counterpart.

According to such structure, firstly, communication by characters(chats) can be conducted in a form of cards without requiring akeyboard. Secondly, even it the communicators use different languages,conversations can be held in their respective languages. Thirdly, theload of information processing for conversion of languages isconveniently small because the user has to only select applicablemessages out of a plurality of messages displayed in differentlanguages.

Furthermore, communication device of the present invention has a storingmeans for storing a database including a plurality of messages in asingle language and marks added to each of the messages, a menudisplaying device for selectably displaying some of the plurality ofmessages on a menu screen of a display, a message mark outputting meansfor outputting marks corresponding to a selected message by referring tothe database, and a transmitting means for transmitting the outputmessage marks to a party with whom communication is held.

According to such structure, since messages are sent not in a series ofwords but in marks corresponding to the messages, the amount oftransmission information required for the messages is small, andhandling thereof is easy. Furthermore, since common marks are added to agroup of messages having common meanings, replacement to a message inanother language is facilitated.

By displaying the aforementioned messages in a form of cards,conversation can be held by showing the cards. By making the messagesuniform in the form of cards, handling of messages, the languageconversion and the preparation of database, etc. are facilitated.

By having the aforementioned character communication device formedinside (built in) a household game device, communication by charactersare performed at a relatively low cost with the aid of a game devicehaving a relatively small storing capacity and not including a keyboardin its standard package. This is advantageous especially when playing acommunication-type game.

Regarding a device for inputting characters, it is possible to performinput operations via a device which can be used for selective operation,for example, via a game controller (a control pad, joystick, etc.)serving as an inputting device of the game device.

The character communication system according to the present invention isa character communication system connected to a network and structuredto include a plurality of character communication devices capable ofperforming message communication at least by characters, and includes afirst character communication device used for communication by a firstmessage group in a single language, and a second character communicationdevice used for communication by a second message group in a pluralityof languages, wherein communication between the first and secondcharacter communication devices are performed using marks commonly addedin advance to messages having common meanings, included in each of thefirst message group and the second message group.

According to such structure, obtained is a character communicationsystem having a small message transmission capacity and easilydisplaying in different languages the messages having the same meanings.

The character communication system according to the present invention isa character communication device having a first character communicationdevice for displaying messages in a first language, a second charactercommunication device for displaying messages in a second language, and anetwork for connecting both communication devices, wherein the firstcharacter communication device has a storing means for storing a messagetable including a plurality of messages in the first and secondlanguages, a message displaying means for selectably displaying on ascreen some of the plurality messages in the first language, a languageconversion means for converting an applicable message in the firstlanguage to a message in the second language by referring to the messagetable, and a transmitting means for transmitting the converted messageto the second character communication device.

According to such structure, it is possible to transmit from one'sstation a message which has been converted into the language of a partywith whom communication is held.

The character inputting device according to the present invention is acharacter communication device for inputting characters expressed by acombination of vowels and consonants, which includes a consonantinputting means for mainly inputting consonant information of characterswhich are to be input, a vowel inputting means for mainly inputtingvowel information of characters which are to be input, and an inputcharacter identifying means for identifying characters input accordingto a combination of consonant information and vowel information.

According to such structure, Japanese kana characters can be inputeasily by using one's senses. This is especially advantageous wheninputting Japanese characters.

In the aforementioned character inputting device, the consonantinputting means and the vowel inputting means are respectively arrangedon the operation panel of the character inputting device, and whereinthe consonant inputting means is arranged such that it is positionedtoward one side of the operation panel with respect to the centerposition thereof in the longitudinal direction, and the vowel inputtingmeans is arranged to be positioned toward the other side of theoperation panel with respect to the center position thereof in thelongitudinal direction, and both of the consonant inputting means andthe vowel inputting means can be operated manually with both handsholding the operation panel.

According to such structure, the device can be used with both hands forinputting characters even when the device is held in the user's hand.Therefore, this is advantageous for a character inputting device of aportable communication device.

In the aforementioned character inputting device, the consonantinputting means can be structured by a figure keyboard mainly includinga plurality of figure keys, and the vowel inputting means can bestructured by a composite switch for producing a plurality of types ofoutput in accordance with the operational status of one actuator.

The aforementioned composite switch can be structured by a cross key, ajoystick, a pointing device, a trackball, etc.

Furthermore, the portable communication device including theaforementioned character inputting device is easy to understand usingone's senses, even for those who are not accustomed to keyboardoperation, and therefore, input in the Japanese language is easilyconducted. Secondly, even when the portable communication device is heldin the user's hand, both hands can be used upon inputting operations.Thirdly, since the built-in character inputting device is small andtakes up less space, it is advantageous for a portable communicationdevice.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an explanatory view illustrating a message forming screen of acharacter communication device according to the present invention.

FIG. 2 is an explanatory view illustrating the overall structure of acommunication network.

FIG. 3 is a block device illustrating an example of a game device whichhas a communicational function.

FIG. 4 is a flowchart illustrating a message formation processing in thecharacter communication device.

FIGS. 5A and 5B are explanatory diagrams illustrating examples of termcategories.

FIGS. 6A and 6B are explanatory diagrams illustrating examples of termcategories.

FIGS. 7A and 7B are explanatory diagrams illustrating examples of termcategories.

FIG. 8A is an explanatory diagram illustrating a mini-window forinputting figures.

FIG. 8B is an explanatory diagram illustrating a mini-window forinputting te/ni/wo/ha particles (Japanese postpositional particles).

FIGS. 9A and 9B are explanatory diagrams illustrating a characterconversation where message cards are used.

FIG. 10 is an explanatory diagram illustrating a character conversationconducted by three parties.

FIG. 11 is a flowchart illustrating communication by three parties usingmessage cards.

FIG. 12 is an explanatory view illustrating an example of a messageconversion table.

FIG. 13 is an explanatory view illustrating an example of a portablecommunication device (portable information processing device).

FIG. 14 is an explanatory view illustrating an example of an innercircuit structure of the portable communication device.

FIG. 15 is a flowchart illustrating an algorithm for distinguishingcharacters input through the operation of figure keys from those inputthrough the operation of a cross key.

BEST MODES FOR CARRYING OUT THE INVENTION

The First Embodiment of the present invention will be explained belowwith reference to the drawings.

FIG. 2 is an overall block diagram showing the outline of thecommunication system according to the present invention. FIG. 2 showsdirect connection of communication terminal devices 201 and 202 capableof character communication via a network 203, as well as indirectconnection of terminal devices 201 and 202 via a host computer 210. Thenetwork 203 includes a public communication line, a dedicated line, theInternet, a LAN, etc. The host computer 210 includes a data processingfunction and a data exchange function, and is connected to the terminaldevices 201 and 202 via the aforementioned network 203. The dataprocessing above may include host functions of a communication-typegame. In such case, the host computer, which is a server of a game,provides event information, map information, game parameters, coordinatemoving information, character status information and other information.A plurality of terminal devices are connected to the network 203, andthe terminal devices contemplated here are not only limited to theterminal devices placed in domestic areas but also those placed abroad.

Besides a dedicated communication device, the terminal device includes agame device having a personal computer or a communicational function.The terminal device includes at least a main body, a display, and aninputting device.

As explained below, the terminal device may be accomplished, forexample, by a household game device. In such case, the game deviceincludes a main body 1 of the game device, and a game controller (forexample, control pad) 2 b which serves as a game input device.

The terminal device 202 may also be accomplished by a similar structure,and in the present embodiment, a keyboard 4 is further provided.However, the keyboard 4 is not essential to the present invention.

FIG. 3 shows one example of the terminal device 201 or 202, and here agame device having a modem is used. This game device can be used as anetwork terminal device, and one may play the so-called“communication-type game”.

The game is mainly structured by a CPU block 10 for controlling theentire device, a video block 11 for controlling display of a gamescreen, a sound block 12 for generating sound effects, etc., a subsystem13 for reading CD-ROMs, and a modem 14 for implementing datacommunication with an outside party.

The CPU block 10 is structured by an SCU (System Control Unit) 100, amain CPU 101, a RAM 102, a ROM 103, a cartridge I/F 1 a for connecting amodem, etc., a sub CPU 104, a CPU bus 103, etc. The main CPU 101controls the entire device. The main CPU 101 includes inside thereof acomputing function similar to a DSP (Digital Signal Processor), and iscapable of executing an application software at a high speed. The mainCPU 101 automatically recognizes the type of a peripheral (EDD 3 b inFIG. 3) connected to a connector 3 a, and conducts data communicationbetween such peripheral. More specifically, the peripheral is connectedto the SCI which is built in the main CPU 101. Furthermore, connected tothe serial connector 3 a are SCI signal lines from a master SH and aslave SH, three each, as well as a MIDI in/out signal lines from a SCSP(sound DSP). Moreover, the FDD 3 b is used, for example, for storing thedata of the backup memory (stores various data and parameters of a game;not shown in the Figure) on a floppy disk, or for copying floppy diskdata into the backup memory.

The RAM 102 is used as a work area of the main CPU 101. The ROM 103 hasan initial program for initialization processing, etc. writtenthereunto. The SCU 100 allows, by controlling buses 105, 106 and 107,smooth input and output of data between the main CPU 101 and VDPs 120,130, DSP 140, CPU 141, etc. The SCU 100 internally includes a DMAcontroller, and is capable of transmitting to a VRAM of the video block11 spring data during a game. This allows execution of games and otherapplication software at a high speed. The cartridge I/F 1 a allows inputof an application software which is provided in a form of a ROMcartridge (not shown). Furthermore, it allows use of the modem 14 in aform of a cartridge for transmission and reception of data. By using amodem, one can play the so-called “communication-type game”. Theaforementioned game parameters, etc. are exchanged between the gameserver and the CPU 102.

The sub CPU 104, which is called the “SMPC (System Manger & PeripheralCondition),” has functions such as collecting peripheral data from a pad2 b via a connector 2 a according to a request received from the mainCPU 101. The main CPU 101 implements processing such as moving combatvessels shown in a game screen according to the peripheral data receivedfrom the sub CPU 104. A desired peripheral selected from a pad, ajoystick, a keyboard, etc. can be connected to the connector 2 a. Thesub CPU 104 has a function of automatically recognizing the type of theperipheral connected to a connector 2 a (terminal on the main bodyside), and collecting peripheral data, etc. in a communication systemaccording to the type of each peripheral.

The video block 11 includes the VDP (Video Display Processor) 120 fordrawing video game characters etc., which is made of polygons, and theVDP 130 intended for drawing background pictures, synthesizing polygonpicture data with the background pictures and implementing clippingprocessing, etc. The VDP 120 is connected to a VRAM 121 and framebuffers 122 and 123. The polygon drawing data representing thecharacters of the video game device are sent from the main CPU 101 tothe VDP 120 via the SCU 100, and then written in the VRAM 121. Thedrawing data written in the VRAM is drawn in the drawing frame buffer122 or 123 in, for example, a 16- or 18-bit/pixel form. The data of theframe buffer 122 or 123 which includes drawings therein are sent to theVDP 130. Information for controlling the drawing processing is providedfrom the main CPU 101 to the VDP 120 via the SCU 100. The VDP 120 thenexecutes drawing processing according to these orders.

The VDP 130 is connected to the VRAM 131, and is structured such thatthe picture data output from the VDP 130 are output to an encoder 160via a memory 132. The encoder 160 adds synchronizing signals to thesepicture data and thereby produces image data, and outputs such data to aTV receiver 5. As a consequence, various types of game screens aredisplayed on the TV receiver 5.

The sound block 12 is structured by the DSP 140 for synthesizing soundsaccording to the PCM or FM method, and the CPU 141 for controlling theDSP 140. Sound data produced by the DSP 140 are converted to 2-channelsignals by the D/A converter 170 and thereafter output to a speaker 5 b.

The subsystem 13 is structured by a CD-ROM drive 1 b, a CD I/F 180, aCPU 181, an MPEG AUDIO 182, an MPEG VIDEO 183, etc. The subsystem 13 hasfunctions such as reading application software provided in a form of aCD-ROM, and replaying animations. The CD-ROM drive 1 b reads data fromthe CD-ROM. The CPU 181 implements processing such as controlling theCD-ROM drive 1 b, correcting errors in data which are read out. Dataread from the CD-ROM are provided to the main CPU 101 via the CD I/F180, the bus 106, the SCU 100, and are used as application software.Furthermore, the MPEG AUDIO 182 and the MPEG VIDEO 183 are devices forrestoring data compressed according to the MPEG (Motion Picture ExpertGroup) standard. By restoring the MPEG compressed data written in theCD-ROM with the aid of the MPEG AUDIO 182 and the MPEG VIDEO 183,animations can be replayed.

When playing a communication-type game under such structure, provided onthe side of the game device are, for example, all graphic data includingfonts, sound data, tutorial maps, mail documents (backup RAMS), etc.Graphic data, etc. are provided, for example, by a CD-ROM. Furthermore,provided on the side of the server are, for example, map data, eventdata (message data, etc.), monster parameters, various parameter data,backup information, etc. Basically, graphic data are held at the side ofthe game device, and data group including parameters are held on theside of the server. Parameters and map information are administered onthe side of the server in their entirety, and information on resultsthereof is received on the side of the game device, where display of thescreen is processed in a specialized manner. Operation of the map dataand parameters by the server allows for the provision of games with newcontent without CD-ROMs being changed. Furthermore, game parameters(strength of characters) held on the side of the server allows entry ofnew types of monsters according to the rise of the user's level.

In a communication-type game, one may find comrades of a game by playingthe game through a network. For example, in a network RPG (Role PlayingGame), multiple players at different locations can form a party in avirtual game space. Individual characters representing the respectiveplayers can be controlled in the virtual space. In such case, intentionsof the players must be mutually communicated. For example, players needto talk with a party whom he meets for the first time, or to discusswith a comrade a destination of their adventure, or to consultstrategies at the time of a combat. A chat function (real timeconversation system by characters) is provided for this reason.Furthermore, a telegram function can be used while the other player logsonto the server, which allows a player to send messages to a specificparty (or the other party) regardless of the location or the status ofthe player or the other party. This function is effective whencontacting one's friends and acquaintances. Furthermore, in a virtualgame space, there may be provided a bulletin board as a means ofcommunication united with the world of game, or a letter transmissionfunction for sending letters to a specific party.

The chat function and the telegram function, etc. described above areusually performed with the aid of a keyboard intended for inputtingcharacters. However, in the present game device, the keyboard isgenerally provided as an optional item, and is not included in the samepackage as the main body of the game device. Accordingly, a characterinterface for inputting characters is prepared for the purpose of typingkeywords. Nonetheless, such inputting device is not limited to gamepads.

A character interface (character inputting device) will be explainedbelow with reference to FIGS. 1 through 4.

A control pad 2 b is provided with, for example, the respective switchesin the forms of buttons A, B, C, X, Y, Z, L R, and, further with crosskey. In a character inputting mode for chats, etc., prescribed functionsare assigned to the respective buttons. For example, button A is a shiftkey for for switching the cross key to move between categories, button Bfor back space (deletion of one letter), button C is for determiningwords, button X is for turning on/off the display of a mini-window forinputting figures, butto Y is for turning on/off the display of amini-window for inputting te/ni/wo/ha particles (Japanese postpositionalparticles), button Z is for CR (message transmission), button L is formoving the cursor forward by one keyword category, button L for movingthe cursor backward by one keyword category, and the cross keys has afunction of outputting orders for selecting words (moves betweencategories when button A is pressed).

FIG. 1 shows an example of a chat screen. Displayed on the screen of thedisplay 5 are a chat window (communication content displaying area) 51for displaying the content of conversation, a keyword category window(candidate term displaying area) 52 for displaying keywords (terms)according to categories, and an editing window (message editing area) 53for editing messages.

If, during the execution of the main program, the main CPU 101identifies placement of a flag for performing chats, then the main CPU101 executes a program (algorithm) as shown in FIG. 4. For example, inthe case of a party organizing mode, if button A of the pad 2 b ispressed by a player upon a scene where participation to a prescribedteam is recruited, or at the state of a guidance screen displayed duringthe game, or upon a scene where the characters discuss and exchangeinformation at a bar for making friends, then the chat mode isdesignated and a flag is thereby placed. As a result, messages can beexchanged, and the party members can consult with one another.

Among the game parameters, the CPU 101 reads parameters (situationparameters) showing the current situation (for example, scenes) (S102).A variety of “current situations” is contemplated, includingparticipation to a party, sending a telegram, sending a letter, viewinga guidance screen, conversation at a bar, strategy meeting prior to acombat, discussing a course of adventure, etc. A set of termscorresponding to the current situation is read from a database recordedin a CD-ROM and is displayed on the keyword category window 52.Furthermore, as shown in FIGS. 5 through 8, sets of terms are preparedaccording to categories.

FIG. 5A shows a table for category 1, collecting terms related to names.Registered here are personal pronouns, names of party participants, andnames of other communicators. Furthermore, senders of telegrams orletters can be automatically registered to the table. FIG. 5B shows atable for category 2, collecting terms such as nouns and pronouns. FIG.6A shows a table for category 3, which collects terms such as verbs, andadjectives. FIG. 6B shows a table for category 4, where, inflectionterms are collected. FIG. 7A shows a table for category 5, collectingsymbols, emotional expressions, and other terms. FIG. 73 shows a tablefor category 5, collecting short sentences registered by the user inadvance.

FIG. 8A shows the mini-window for figures, and FIG. 8B shows themini-window for te/ni/wo/ha particles (Japanese postpositionalparticles). In these mini-windows, by operating a single key (X, Ybuttons), one-letter figures or characters that are frequently used canbe called out. Mini-windows may overlap the category windows when theyare displayed or input.

The player may switch and display the aforementioned sets of termsaccording to categories (fields, groups, items, etc.)(S104). When thereare many of terms, the terms are divided into several pages, and thecontent of a single page selected (for example, page 1, as shown inFIG. 1) is displayed. By introducing the page concept, the display areacan be used effectively. This also enables easy switching of the contentdisplayed (pages).

The player selects terms by operating the control pad 2 b. As describedabove, by operating the cross key, the cursor (or reverse display orother selected display) is moved and a term is selected. By operatingthe button concurrently with the cross key, categories are switched.Button C is then pressed and a term to be selected is determined, andthe term selection flag is placed.

When the CPU 101 identifies selection of a term (S106), the selectedterm, for example, “yah-ho-” (“yoo-hoo” in Japanese) is transferred tothe message editing program. The message editing program has a simpleeditor function. With the aid of this program, the selected terms aredisplayed in the message editing window 53 (S108). Subsequently, when“,” (comma), “konnichiwa” (“hello” in Japanese), “∘” (full stop inJapanese) are input, the editing window 53 similarly displays “yah-ho-,konnichiwa∘” (“yoo-hoo, hello.” in Japanese). In the message editingwindow 53, by using the editor function, messages can be modified,altered or input with a keyboard (S106 through S110; No).

When a message is formed and button Z is operated, a messagetransmission flag is placed. When this is identified by the CPU 101(S110; Yes), the message assembled within the message editing window 53is transmitted (S112). Messages transmitted to and received from theother party are stored in the RAM 102 and displayed in the chat window51 by a communication displaying program.

Thus, when the player selects necessary terms from a table of terms withthe aid of the pad 2 b, the selected terms are assembled and a messageis thereby formed. By transmitting such message, chats by characters canbe conducted.

Although according to the embodiment explained above, data transmissionis conducted between the terminal device (game device) and the hostcomputer system (game server) using characters, the host computer system(game server) includes a database which stores sets of terms shown inFIGS. 5 through 8, thereby enabling transmission of a relevant set ofterms to the terminal device. Furthermore, data transmission incharacters can be performed between terminal devices (game device)without the intermediation of the host computer. In such case, as in thecase of communication with the host, terms can be selected from a tablefor inputting characters, whereby messages can be formed and thereaftertransmitted.

The second embodiment will be now explained with reference to the FIGS.9 through 12. In this embodiment, instead of assembling terms andforming a message as in the first embodiment, message cards shown on thescreen are selected and mutually sent, thereby enabling the exchange ofmessages. In this processing, it different languages are used by thecommunicators, the languages of the message cards can be converted forovercoming any inconvenience caused by the difference in the languages.Since the second embodiment may have the structure of the device shownin FIGS. 2 and 3, explanation on such structure will be omitted.

Foremost, the outline of the second embodiment will be explained.

FIG. 9A shows an example of a display screen at the time the terminaldevice is set at the message exchange mode. On the screen of a monitor5, greeting message cards are displayed. The first card reads“konnichiwa” (“hello” in Japanese), the second card “ohayou” (“goodmorning” in Japanese), and the third card “konbanwa” (“good evening” inJapanese). The communicator operates the control pad and moves thecursor over an applicable message card, for example, “ohayou” (“goodmorning” in Japanese), and operates the selection button.

FIG. 9B shows an example of the other English-speaking communicator'sdisplay screen when the terminal device is in the message exchange mode.Here, “konnichiwa” (“hello” in Japanese) is converted and displayed as“HELLO”.

FIG. 10 shows an example where player 1 (Japanese language) sends amessage card to player 2 (Japanese language) and player 3 (Englishlanguage). In the game devices of the respective players, a messageconversion table shown in FIG. 12 is stored in advance. The conversiontable is provided by a CD-ROM or a game server.

A greeting message card is displayed on the monitor screen of the firstplayer's game device. The first card reads “konnichiwa” (“hello”, inJapanese), the second card “ohayou” (“good morning” in Japanese), andthe third card “konbanwa” (“good evening” in Japanese). The first playerselects “konnichiwa” (“hello” in Japanese), designates a receivingparty, and sends the message to the server. The receiving party can bean individual party or all of the party participants. Message card no.“2” corresponding to “konnichiwa” (“hello” in Japanese) is sent to theserver. The server sends to the designated receiving party message cardno. “2” which corresponds to “konnichiwa” (“hello” in Japanese). Forexample, message card no. “2” is transmitted to player 2 and player 3who are participating in a communication-type game together with player1.

The terminal device of player 2 refers to the message conversion tableshown in FIG. 12, decodes message card no. “2” to “konnichiwa” (“hello”in Japanese). The message “konnichiwa” is displayed on the screen.

The terminal device of player 3 refers to the message conversion tableshown in FIG. 12, decodes message card no. “2” to “hello”. The message“hello”is displayed on the screen.

In order to send a reply, player 2 designates a message selection modeto the terminal device and displays multiple greeting message cards onthe screen. “Konnichiwa”(“hello”in Japanese) is selected and transmittedto player 1. Message card no. “2” corresponding to “konnichiwa”(“hello”in Japanese) is sent to the server and then transferred to player 1 fromthe server. The terminal device of player 1 refers to the messageconversion table and decodes the received message card no. “2” into“konnichiwa”, (“hello” in Japanese) and displays the message card“konnichiwa”on the screen.

Similarly, in order to send a reply, player 3 designates the messageselection mode to the terminal device and displays multiple greetingmessage cards on the screen. “HELLO” is selected and transmitted toplayer 1. Message card no. “2” is sent to the server and thentransferred to player 1 from the server. The terminal device of player 1refers to the message conversion table and decodes the received messagecard no. “2” into “konnichiwa” (“hello” in Japanese) and displays themessage card “konnichiwa” on the screen.

Online conversation (chat) by characters is thus performed between theplayers.

By referring to the message conversion table, the respective terminaldevices can directly convert messages into the receiving party'slanguage and send such messages. For example, when player 1 selects“ohayou” (“good morning” in Japanese), the terminal device may refer tothe message conversion table and convert the message into “GOOD MORNING”which corresponds to “ohayou”(good morning), and send to the server themessage “GOOD MORNING” which is represented by a group of charactercodes.

Furthermore, when messages are exchanged between terminal devicesutilizing different languages, the server may assume the role ofreferring to the message conversion table and converting the languagesof the messages.

FIG. 11 is a flowchart explaining the message transmission operationimplemented at the respective devices.

The CPU (for example, the main CPU 101) of the terminal deviceimplements these procedures when a card message mode flag is identifiedduring the execution of the main program (not shown).

Foremost, the CPU reads game parameters (S122) and displays on thescreen multiple message cards according to the progress of the currentgame. Sets of message cards can be displayed according to the respectivecategories (fields, groups, items, etc.)(S124).

The player operates the cursor and selects a message card. As explainedabove, the cross key of the game pad 2 b is moved for moving the cursor(or reverse display or other selected display), and a message card isthereby selected. By operating button A concurrently with the cross key,message card categories are switched. When button C is pressed and amessage card to be selected is determined, a selection flag is placed.

When the main CPU 101 identifies that a message card has been selected(S126), the selected message card is identified according to theposition of the card on the screen, as well as the position of thecursor on the screen (S128). The number of the card selected is thenidentified. For example, if the message card “konnichiwa” (“hello” inJapanese) is selected, message card no. “2” is identified (S130 a).Message card no. “2” is transmitted to the server together with anaddress to which it is to be sent (S132 a). If the message is addressedto player 2 and player 3, message card no. “2” is transferred to player2 and player 3 from the server. The terminal device of player 2 refersto the message conversion table and converts message card no. “2” into“konnichiwa”(“hello” in Japanese) and displays such message card on thedisplay. The terminal device of player 3 refers to the messageconversion table and converts message card no. “2” into “HELLO” anddisplays the message card “HELLO”on the display.

Online conversation using message cards can be thus performed.

One modification of the second embodiment will be explained withreference to FIG. 11B.

According to the third embodiment, instead of transmitting message cardno. “2”, the message is converted into the receiving party's language atthe terminal device and the message is transmitted to the receivingparty after the language of the message has been converted. Therefore,the algorithm steps S130 a and S132 a described above are modified.

In other words, by referring to the message conversion table, theidentified message (S128) is converted to the receiving party's language(S130 b). For example, in the case of a message card “konnichiwa”(“hello”in Japanese), the message is converted into “HELLO”. The messageis transmitted to the receiving party after the language of the messagehas been converted (S132 b).

Thus, exchange of message cards and performance of online chats betweenplayers speaking different languages can be accomplished also by thismethod.

Although the embodiments described above suggest performance of onlineconversation and communication by characters via the server, the presentinvention is not restricted to these embodiments. The terminal gamedevices can communicate with each other directly through a network.

FIG. 13 is an explanatory diagram illustrating the fourth embodiment.This embodiment suggests a character inputting device in a portablecommunication device or a portable information processing device.

In FIG. 13, the portable communication device 300 is structured roughlyby a cover 300 a and a main body 300 b. The cover 300 a internallyincludes a display panel 308 made of liquid crystals, etc. Upon acharacter inputting mode, the display panel 308 is capable of displayingan English character displaying area 308 a for displaying an Englishcharacter table intended for selection of English characters, a symboldisplaying area 308 b for displaying a symbol table intended forselecting symbols, and a message displaying area 308 c intended forseveral messages out of the multiple messages registered in advance.

The main body 300 b internally encloses a CPU board, etc., and the topface thereof constitutes an inputting panel. A speaker 310 is arrangedat substantially the center of the upper verge of the input operatingpanel. To the right (in the longitudinal direction) with respect to thecenter of the input operation panel, a figure keyboard (figure keys) 321is arranged. The figure keyboard includes figure buttons “0”, through“9”, and an “*” button and a “#” button. The figures may have the samearrangement as in a telephone set.

To the left (in the longitudinal direction) from the center of the inputoperation panel, a cross key 322 is arranged. By operating a cross-shapeactuator, the cross key 322 is capable of designating upward (↑),downward (↓), rightward (→), or leftward (←) positions. Furthermore, theneutral position of the actuator may be designated as the fifth output(“N”). By operating the cross key 322, an upward, downward, rightward orleftward movement can be designated, as well as change of items selectedout of a table, etc.

The figure key 321 is arranged on the right side and the cross key 322on the left side for facilitating operation by both hands when theportable communication device is held in either hand.

At the lower verge of the input operating panel, mode selection switches323 a, 323 b and 323 c are arranged. The mode selection switch 323 a isused for activating the selection mode of the registered (stock)messages. By operating this switch, display of the message displayingarea 308 c can be turned on/off. When operated, the mode selectionswitch 323 b moves the cross key in a cursor mode. As a consequence,English characters and symbols can be input at the English characterdisplaying area 308 a and the symbol displaying area 308 b. The switch323 is used for switching among the Japanese hiragana character/Japanesekatakana character/figure/lowercase/uppercase modes.

FIG. 14 is a block diagram schematically illustrating the structure ofthe portable communication device. In this Figure, any componentscorresponding to those shown in FIG. 13 are indicated with the samereference numerals. In FIG. 14, a CPU 301 implements data processing andcontrols the respective components according to an operating systemprogram or an application program. A RAM 302 holds data and programstherein, and constitutes a principal work area for the CPU 301. A ROM303 holds data and programs therein in a nonvolatile manner. An externalinputting interface 304 encodes the respective output results by thefigure key 321, the cross key 322 and the function keys 323 and outputsthe same to the prescribed area of the RAM 302.

A display interface 305 displays to the liquid crystal display unit 308any information written into the video RAM by the CPU 301. Acommunication interface 306 exchanges data signals between an analogcircuit modem 309. Connected to the analog circuit modem 309 is, forexample, a public telecommunication line, or a local area network. Anexternal interface 307 intermediates the computer system and anexternally connected device (for example, a printer). The externalinterface 307 includes a simple pronunciation circuit which drives aspeaker 310.

Input of characters under the structure above will now be explained withreference to FIG. 15. When a flag representing a Japanese (kana)character input mode is placed during the execution of the main program,the CPU executes the routine processing.

The CPU identifies whether or not a flag representing operation of thecross key has been placed. If the flag has not been placed, processingis returned to the main program and repeated again (S152; No).

If the flag indicating operation of the keys has been placed (s152;Yes), the CPU reads the value which has been input through the figurekey 321 (S154) or the cross key. As mentioned above, neutral flag “N” isplaced at the neutral position of the actuator.

Characters which have been input are then identified. For example,values “1” through “*” output by the figure keys respectively correspondto the “a” row, “ka” row, and “sa” through “wa”rows in the consonantarrangements of the Japanese fifty-syllabary. The values “N”, “←”through “↓” output by the cross key correspond to the vowel arrangementsof the Japanese fifty-syllabary. “N” corresponds to “→”; to “i”; “↑” to“u”; “→” to “e”; and “↓” to “o” characters can thus be input by thefigure key and the cross key. For example, the CPU identifies acombination of: “1” and “↓” as “o”; “6” and “N” as “ha”; “8” and “↓” as“yo”; and “l” and “↑” as “u”. Consequently, “l↓6N8↓l↑” is identified as“o•ha•yo•u”.

Furthermore, if characters are divided and input one character at atime, the symbol “#” can be used for dividing the characters. Forexample, this symbol can be used as “1#↓#6#8↓#l↑#”, or “l↓#6#8↓l↑”.Symbols serially input are converted to the Japanese kana characters“o•ha•yo•u”. In this case, the symbol “N” above need not be used.

Moreover, values may be associated with the characters“ka•sa•ta•na•ha•ma•ya•ra•wa” in advance, and when there are twoconsecutive figures in the character or symbol sequences which areinput, the first value can be converted to an applicable character outof “a•ka•sa•ta•na•ha•ma•ya•ra•wa”. By doing so, “l↓68↓l↑” is, forexample, identified as “o•ha•yo•u”, and the symbol “N” above need not beadded.

By the so-called “inter-program processing”, the characters identifiedare delivered to a text processing program which has an editor function.The characters identified are displayed in the message forming area (notshown). The characters and symbols which have been input can be modifiedin this area.

Japanese kana characters can thus be input using the figure keys and thecross key.

Furthermore, although a cross key is used in the embodiment above, ajoystick, a trackball or other pointing devices can be used instead.

INDUSTRIAL APPLICABILITY

As explained above, the character communication device according to thepresent invention requires no keyboard due to the terms displayed on thedisplay being selected, assembled and transmitted as messages.Furthermore, even those who are not accustomed to typing on keyboardscan easily use this device.

Furthermore, another word-card character communication device accordingto the present invention requires no keyboard and even those having noknowledge of foreign languages can communicate with foreigners.

Moreover, by the portable communication device (information processingdevice) according to the present invention, both hands can be used whenthe communication device is held in either hand, and the device alsotakes up less space.

1. A character communication device connected to a network and enablingcommunication at least by characters, comprising: transmitting andreceiving means for implementing a communication of messages with acommunication device of a counterpart of the communication via saidnetwork; communication content displaying means for displaying in acommunication content displaying area of a screen display a content ofthe communication with said communication device of said counterpart;candidate term displaying means for displaying in a candidate termdisplaying area of said screen display a group of candidate termsprepared in advance for the communication of said messages; termselecting means for outputting a term selected by a communicator out ofsaid group of candidate terms; message forming means for seriallydisplaying a plurality of output terms in a message editing area of saidscreen display, thereby forming a message and sending the formed messageto said transmitting and receiving means; and candidate categoryswitching means for switching between sets of candidate terms, whereinsaid sets of candidate terms include at least one group of candidateterms, and wherein said sets of candidate terms are classified accordingto at least one of a set of names of said participants in the game, anda plurality of nouns, pronouns, verbs, adjectives, inflections, symbols,or user-registered short sentences that are related to the game.
 2. Acharacter communication device according to claim 1, wherein thecommunication device of said counterpart is either a host computerexecuting a program of a communication-type game which develops inresponse to an access by a plurality of computers each having acharacter communication device, or a communication device operated by aplurality of participants taking part in said communication-type game.3. A character communication device according to claim 1 or 2, whereinsaid candidate term displaying means receives said group of candidateterms from said communication device of said counterparty.
 4. Acharacter communication device according to one of claims 1 and 2,wherein said candidate terms are arranged in a table in a plurality ofpages, and one of said plurality of pages is displayed in said candidateterm displaying area.
 5. A character communication device according toclaim 1, further comprising: storing means for storing a databaseincluding a plurality of messages in a single language and a mark addedto one or more of said plurality of messages; a menu displaying devicefor selectably displaying some of said plurality of messages on a menuscreen of a said screen display; message mark outputting means foroutputting the mark corresponding to a selected message by referring tosaid database; and transmitting means for transmitting the outputtedmessage mark to the counterparty of a communication.
 6. A charactercommunication device according to claim 5, wherein said plurality ofmessages are displayed on said screen display in a form of a card.
 7. Agame device comprising the character communication device according toany one of claims 1, 2, 5, or
 6. 8. A game device according to claim 7,wherein a selection operation by an operator is performed via a gamecontroller serving as an inputting device of the game device.